Author Topic: Colossus Warp-in  (Read 5745 times)

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Offline Kolgena

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I never really noticed until now, but JAD is making it obvious that something is wrong with the way the Colossus warps in. It will open a warp hole, then magically materialize the front half of the ship, which continues to move normally out of the rift.

Has anyone else observed this behavior? It happens on both 3.6.12 and Anti6 builds, so I'm guessing it's likely to be an MVP issue rather than an SCP issue.

 

Offline Qent

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I thought it was retail behavior. :nervous:

 

Offline T-LoW

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Hm... I created a warp-in mission and there it warps in all the way normal. But I think I remember that bug...

btw. wouldn't it be cool if a ship of that size would get a different vortex-animation? More curly/chaotic and so on? ;)

(you could expand this like: one vortex for fighters/bombers, one for cruisers/corvettes, one for capships/destroyers and one for dreadnoughts... but thats not the topic here :p )
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Offline TacOne

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Isn't this because the centre point (or somesuch) of the colossus model is so far back from the centre of the model?

 

Offline Kolgena

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Maybe. I could have sworn though that the Colossus warped normally with the 3610 MVP and exe.

 
From retail through MVP 3.6.12, I always remembered seeing it magically appear half-way through, and then proceed forward.

 

Offline Shivan Hunter

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Orions and some other ships do this as well.

 

Offline Kolgena

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So I'm going to guess that it's really hard to fix this behavior, since it hasn't been fixed for what seems to be quite a while.

 

Offline Zacam

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Aside from a texture DDS application, the Colossus model in the MediaVPs is the Retail model.

Nothing behaviourally has been changed due to the immense likely hood of breaking important campaign missions from doing so.
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Offline sigtau

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...which means any potential HTL Colossus would have the same problem.
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Offline Kolgena

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Is it actually because the centerpoint is too far back?

So there isn't a way to make ships spawn a proper distance behind the rift and become visible as it passes through? I mean, it sounds like all capital ships spawn with their centers the same distance behind the warp hole, and become gradually visible as they move through a certain point.

 

Offline sigtau

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The center point is offset in the Colly, this has been brought up in IRC multiple times.
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Offline Trivial Psychic

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Perhaps, if/when the Colossus is finally Hi-Polified, the media VPs could include two copies, one with the original center, and the other with a corrected one.  The missions in the media VPs could be corrected so that the change doesn't effect them (by changing the warpin locations) but retaining one with the original position and the default-named table entry so that existing campaigns will still work.
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Offline Kolgena

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The center point is offset in the Colly, this has been brought up in IRC multiple times.

I know this. I'm just wondering if the warp-in bug can be fixed while keeping a gimped centerpoint. I don't think the two are necessarily mutually inclusive. (Besides, who wants to lose the baseball bat? I just want to see a baseball bat that warps in properly)

So I'm guessing that this is more an issue for the SCP to worry about then?

 

Offline sigtau

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Possibly a ship table flag like "colossus warp fix" or something to that effect, that would offset the Colly's warpin centerpoint (but retain the actual center point) by a certain amount so that it does not break missions?
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Offline Kolgena

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Yeah, that would be exactly what I'm looking for. You do make it sound quite simple, which is good if that's true.

 

Offline Galemp

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Moved because this really has nothing to do with the FSU.
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Offline Kolgena

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Er. I would have thought that this would go to FSSCP board, since it isn't really a technical difficulty.

 

Offline sigtau

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Yeah, given that this would be a fix that only SCP coders could pull off without breaking anything.
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Offline chief1983

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Or just provide a fixed Colly model that doesn't have the stupid centerpoint.  If your mod needs fixed data, then fix it :P
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